Arma 3
LAMBS_Danger.fsm (DEV)
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Update: 13 Nov, 2021 @ 9:35am

Updated to 2.5.3 as per main branch:

Update: 3 Oct, 2021 @ 11:59am

Dev branch brought in line with 2.5.2

Update: 12 Sep, 2021 @ 10:04am

Version 2.5.2 RC2

Added variable to block auto artillery registration
Fixed SQFC
Fixed for DoUGL error

From the team
diwako / joko / nkenny

Update: 24 Aug, 2021 @ 3:27pm

Version 2.5.2 RC

Added SQFC Support
Added Setting for Advanced Obstacle Proximity Detection for Suppression
Improved Polish Translations

From the team
diwako / joko / nkenny

Update: 26 Jun, 2021 @ 7:25am

Version 2.5.2 Dev 2

Improved Task Hunt with settings for Flares
Improved vehicle brain by accounting for Air vehicles
Improved doDodge function

Fixed vehicles spamming shareInformation
Fixed the 3den Artillery Register Checkbox
Fixed Zen Action for TaskPatrol calling wrong Event
Fixed duplicate vehicle suppression calls
Fixed doSelectWarhead errors when gunner dismounts or is not assigned a gun

Removed duplicated stringtable entries

Small update. This time focusing on bug fixes and small improvements to the 2.5.2 codebase. Infantry will dodge more gooder (they will do pirouettes) and air vehicles think double plus better. Oh. And we fixed the 3den artillery setting. *cough*

From the team
diwako / joko / nkenny

Update: 19 Jun, 2021 @ 8:22am

Version 2.5.2 Dev

Added vehicles main gun switch to HE or AP when engaging targets (#261)
Added Range PBO (allowing units to spot and engage targets at longer ranges) (#246)
Added greatly enhanced suppression check (#249)
Added unified doGroupHide action (#258)
Added ‘suppress’ option to taskGarrison as an exit clause

Improved taskCamp, taskHunt, taskGarrison and taskReset with eventhandlers (#259)
Improved taskCamp by using ‘suppression’ event handler.
Improved stance usage in taskCamp.
Improved cleanup system of eventhandlers in taskReset

Changed WP Strings now using Stringtables (#247)
Changed to using native hashes for artillery system (#263)
Changed findClosestTarget function added to main (#265)

Fixed taskHunt module not working in Zeus (#252)
Fixed taskAssault zeus module opening when no dynamic target is created (#250)
Fixed civilian.fsm exit conditions (#253)
Fixed units attacking SuppressTarget (#256)
Fixed issues that artillery guns did not get readded in certain cases (#264)
Fixed assault/garrison issue with taskAssess (Units would fail to assault new buildings!) (#255)
Fixed wrong eventhandlers being selected in the garrison module.

Removed Suppression feature in taskHunt. This is better handled in the new FSM and group actions.
Removed Bugs :^)


In addition to a number of smaller changes, this release adds three big features. A greatly enhanced system for selecting suppression targets, armoured vehicles changing ammunition based on targets, and a Ranged PBO.

The enhanced suppression selection system lets units more intelligently choose whether or not to suppress potential targets. Each unit will evaluate its own position and that of the enemy, visibility, cover and concealment, before committing. Units will still suppress potential or assumed enemy positions-- but are less likely to shoot at useless positions. This is particularly noticeable in towns.

For the second feature. The dev team feels sorry for all of you. Armoured, turreted vehicles, are now able to switch ammunition type based on targets. Soft-skinned vehicles and infantry will be hit with HE, while AP and APDS will be used to engage enemy armour. This much-requested feature will greatly enhance the deadliness of enemy armour. So take care!

The third large feature tweaks AI sensitivity. This makes the AI more able to spot enemies moving across open fields. Expect engagement ranges increased by 100-200 meters in perfect conditions. So use cover and concealment to break visibility. This feature is under development, so values may change before the final release. We appreciate any feedback to refine this module.

Among the smaller features are the usual slew of bug fixes, but we’ve also enhanced other systems. The ‘Suppressed’ eventhandler is added to garrisoned and camped units, which will make them more responsive to enemy fire. We’ve also cleaned up and improved the performance of many of the other existing features.

NOTE: This version changes (and fixes) garrison modules. For mission makers that have set particular exit conditions will want to re-check Garrison modules in their missions. Previously the garrison module would not apply the selected exit condition consistently. That has been fixed.


From the team
diwako / joko / nkenny

Update: 7 May, 2021 @ 9:41am

Updated to 2.5.1 release

Update: 29 Apr, 2021 @ 1:11pm

Version 2.5.1 Dev Release 4

Added units will act more intelligently to "hold fire" commands
Added makes it possible to quit engagement cycle by setting combatMode to "BLUE" or "GREEN". I.e., ordering units to hold fire.
Added checkbox to disable Dynamic reinforcement system for Task Waypoints

Fixed halves chance of suppression when enemy is merely 'detected' at not actually considered a target easy to fire at.
Fixed units 'walking' when retreat option is enabled in taskAssault
Fixes missing taskAssault Retreat mode waypoint text

Changed taskPatrol and taskHunt groups are no longer set to reinforce by default
Changed player led groups no longer receive shared information

Improved reduced use of AI smoke
Improved debug draw (performance and settings)
Improved entries in taskModule configs
Improved group assessments of close combat situations
Improved groups set to WHITE combat mode are less likely to enter group suppression mode

Minor tweaks to waypoint text

From the team
diwako / joko / nkenny

Update: 22 Apr, 2021 @ 12:08am

Version 2.5.1 Dev Release 3

- Fixed wrong signature on lambs_formations

Update: 21 Apr, 2021 @ 3:36pm

Version 2.5.1 Dev Release 2

Added new pathfinding/formations module*
Added ZEN Context Actions for Reinforcement

Fixed units standing up at inopportune times in assault/assaultMemory
Fixed groups rarely utilising 'aggressive' contact state
Fixed groups failing to use hand signals and callouts
Fixed units spamming 'Negative'
Fixed armoured vehicles suppressing useless positions
Fixed issue with taskAssault calling taskArtillery

Changed Renamed DisableGroupAI Module to Configure Group AI

Improved Render Positions of DebugDraw
Improved brainEngage handling of speed change when engaging
Improved brainEngage exit clause by better balanced ammunition check
Improved simplified params array in danger fsm
Improved prevent Script Errors with TaskArtillery when no Artillery is defined


LAMBS Formations
This version sees the inclusion of an internal path and formation mod into LAMBS Danger.fsm. What to look for:
1. Infantry will be faster to move into and through buildings
2. Infantry formations will be slightly more compact, but also quicker to react
3. Stress and outright horror at being flanked and destroyed in urban areas.

This is combined with a slight philosophy change in regards to stance changes. Most stance changes will now be caused by reacting to enemy fire, threats, or when group actions are undertaken. All in all, expect an even more capable combatant...

From the team
diwako / joko / nkenny